All files have been decompressed and resaved with as a 32bit file with optimized sizes (256x256, 128x256, 64x64 etc).
All for use in either the UED3 or UDK.
This is a preview of a few textures what the file may include:
______________________________________
How to import and use these textures in your map.
1. Unzip the .rar file using WinRAR tool (Found http://www.winrar.nl/">here and save it locally in one of your many directories.
2. Open the Generic Browser in UED, go to File > New.
3. Name your package (I recommend something easy like RealCTFTexes_MyMap and save
the file somewhere in your directory. (I recommend the \Unpublished folder in your user friendly UT3 directory in \My Documents. This because the editor only searches packages in this folder when opening the editor at startup / opening your map)
4. Find your package in the list in the left side of the Generic Browser. Rightclick on your package
and choose "Import"
5. Go to your Unzipped folder with the textures and select the textures you want to import.
CTRL+A for selecting all textures. After that, click "Open" and the textures will be loaded into the Editor.
6. In the next menu that appears, CHECK ONLY the "Create Material" option and click "OK to All" for all textures.
The textures will now be loaded into the editor.
The materials will be blank at first. Re-Save your package again and the materials will show a preview.
Materials are automatically plugged into "Diffuse".
sorry mate, i fight with my pc again but as he let me some freedom instant i want to say that i like a lot what u ve done here, especially with the two flags/skulls...i really like this style...very UTish...will try that asap thx for sharing
That texture conversion looks like a beneficial project. However I am still a little skeptical about it usefulness. Although I need to stress that what you have presented in terms of result do show some nice promise. Nevertheless the resolutions you converting to limit the range of applications, typically I don't bother with anything less than 512 as a general rule but 1024 is standard. Sometime you can have success up-scaling if your prepared to tighten up the scaling issues with blur filters / brightness and contrast / cloning and healing brushes and any other methods at your disposal.
Please remember that this is just my opinion and that I am coming from a background of mapping for UT3 and not earlier. Please don't be discouraged I'm just trying to increase the audience that might find this valuable. Thanks for spending time to present your work here, I look forward to seeing your CTF-Splinter where you can convince me of it's value.
Cheers.
-- Edited by Achernar on Thursday 8th of December 2011 04:52:22 AM
That texture conversion looks like a beneficial project. However I am still a little skeptical about it usefulness. Although I need to stress that what you have presented in terms of result do show some nice promise. Nevertheless the resolutions you converting to limit the range of applications, typically I don't bother with anything less than 512 as a general rule but 1024 is standard. Sometime you can have success up-scaling if your prepared to tighten up the scaling issues with blur filters / brightness and contrast / cloning and healing brushes and any other methods at your disposal.
Please remember that this is just my opinion and that I am coming from a background of mapping for UT3 and not earlier. Please don't be discouraged I'm just trying to increase the audience that might find this valuable. Thanks for spending time to present your work here, I look forward to seeing your CTF-Splinter where you can convince me of it's value.
Cheers.
-- Edited by Achernar on Thursday 8th of December 2011 04:52:22 AM
Thanks for your feedback Achernar.
The textured converted from the pack are originally from an .utx file in which all textures had an original size of 256x256. I did not resize any stuff. Those were the standard sizes of the textures in that pack. I indeed modified the contrast and brightness a bit. But thats all. I agree that a bigger size is always much better, sadly these textures are great, but resizing them just cuts down there quality. Hopefully the next part of textures from this great pack have a bigger size from itself :)
-- Edited by Darkn3sSx on Thursday 8th of December 2011 08:12:01 AM
But i immediately admit that mostly i drop in when i see "an error" regarding my textures(stumbling over them while goolgeling), so dont expect me to post alot, but if its about the Unreal and Unreal Tournament textures i am happy to anwer all you questions
And if its in another topic, better PM me its there. . . .
no problems mate, i perfectly understand what was ur goal while posting; u take care about your work, fair and wisdomed
on the other hand... Unreal Old freaks always end here...u can try to resist! muhahahaha...we all tryed
....and thx for the "help" proposition about textures questions
Its a bit of an bump, but important enough to make a few remarks.
I am Diehard and the owner of www.unrealtexture.com and www.uttexture.com and the texturepack RealCTFtxtrs is mentioned here. The sites are there to release the Low End, High End and Extreme End texture packs for Unreal and Unreal Tournament. The textures are not pumped up but remade from scratch, and the largest pack i have now is the Extreme End DecayedS.utx which is 1086 Mb big while the original was aprox. 11 Mb. Textures in the Extreme End are up to 4096 x 4096 pixels big which you can run easely with a 512 Mb videocard.
Now to RealCTFtxtrs.utx that package has been released as Low End and High End while i read here the normal package is used to create a new package. I sumorize a bit:
Normal = The package that comes with the game itself and averidge is 128 pixels up to 256 pixels Index Colored which is a max of 256 colors. Low End = Is 24 Bit, averige is 512- 1024 pixels with some 2048 pixels. High End = Is 24 Bit, averidge is 1024 - 2048 pixels with some 4096 pixels. Extreme End = Is 24 Bit, averidge is 2048 - 4096 pixels.
The project is far from done (65%) but its getting there with 3900 textures done and 2100 textures to go(aprox.)
In that respect you can also download high resolution, (eeeuuh very, very, very high resolution) textures from Unreal and Unreal Tourmnament at these page:
But i immediately admit that mostly i drop in when i see "an error" regarding my textures(stumbling over them while goolgeling), so dont expect me to post alot, but if its about the Unreal and Unreal Tournament textures i am happy to anwer all you questions
And if its in another topic, better PM me its there. . . .
I was messing around in editor trying to think of a nice floor tile;
* any body have any good stuff available?
* any thoughts on the above ^^image?
- it has been so long since i sat down and concentrated on making textures + materials i cannot really get motivated atm, i was hoping some inspiration, ideas or thoughts would motivate me.Thanks
p.s. - this is not for Arcane Temple, but it is Unreal
-- Edited by TKBS on Saturday 12th of January 2013 09:35:43 PM
-- Edited by TKBS on Friday 5th of March 2021 11:23:38 AM
Its a bit of an bump, but important enough to make a few remarks.
I am Diehard and the owner of www.unrealtexture.com and www.uttexture.com and the texturepack RealCTFtxtrs is mentioned here. The sites are there to release the Low End, High End and Extreme End texture packs for Unreal and Unreal Tournament. The textures are not pumped up but remade from scratch, and the largest pack i have now is the Extreme End DecayedS.utx which is 1086 Mb big while the original was aprox. 11 Mb. Textures in the Extreme End are up to 4096 x 4096 pixels big which you can run easely with a 512 Mb videocard.
Now to RealCTFtxtrs.utx that package has been released as Low End and High End while i read here the normal package is used to create a new package. I sumorize a bit:
Normal = The package that comes with the game itself and averidge is 128 pixels up to 256 pixels Index Colored which is a max of 256 colors. Low End = Is 24 Bit, averige is 512- 1024 pixels with some 2048 pixels. High End = Is 24 Bit, averidge is 1024 - 2048 pixels with some 4096 pixels. Extreme End = Is 24 Bit, averidge is 2048 - 4096 pixels.
The project is far from done (65%) but its getting there with 3900 textures done and 2100 textures to go(aprox.)
In that respect you can also download high resolution, (eeeuuh very, very, very high resolution) textures from Unreal and Unreal Tourmnament at these page: